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Ronyx69

Ronyx: WIP Post Office, WIP Japanese High School, WIP Pools

496 posts in this topic

Fantastic. This was something I was hoping for, along with a similarly broken old graying wooden fence. You know the kind, with every few fence boards barely hanging on or fallen off.

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You have seriously raised the bar for this game!!!! I said bad words in a positive way when I saw that nuclear plant image above. *:thumb:

 

 

Ronyx69 likes this

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So frustrating...

Oef2xyI.jpg

I'm trying to finish the jp warehouses I started a while ago,
this is one of them, both walls on the sides (but not the front/back) look like they are in the shadow on the lod.
The third one has the same problem but only on one side.

I tried resetting smoothing and normals, editing the normals manually, importing a flat normal map, nothing changes.

I can't figure out why this happens, it's very noticeable because a sunlit wall suddenly turns dark on the lod.

gfvsims likes this

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Color variations messing with you perhaps? Other things I can think of which might cause something like this would be specular map.

Ronyx69 likes this

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Um... maybe the mesh is mirrored in one direction (y probably)? This problem applied partly to the vanilla terminal building I'm modifying - after mirroring the UV in some direction the problem was solved :)

Ronyx69 likes this

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Post office!

I love it.

Something else I'd like to see in this same vein are some branch libraries, something every city has, but aren't in the game.

Ronyx69 likes this

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I just finished my sewage treatment plant and your Japanese warehouses fit perfectly for a little corner I didn't know what to do with. Excellent work as always. 

Ronyx69 likes this

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Very nice looking theme and LUT. 

What are those tall white apartment buildings in the second picture?

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On 2017-3-27 at 6:20 PM, Ronyx69 said:

This is how to run it for vehicles, yes. 

However I would expect it to ruin a vehicle, because the vehicle shader contains the functionality for vehicle lights and spinning wheels.

The answer is...

 

The answer is most likely submeshes - VehicleInfo, just like BuildingInfo, contains m_subMeshes, which are additional meshes which have their own textures and can have a different shader. I know for a fact this is used for the poopflow of the vanilla sewer outflow.

I have not tried it yet because I was too excited to get out the apple store as quickly as possible, so I used sub-buildings instead.

More research needs to be done, but my best bet is just importing the "wannabe-submesh" as a prop and save it. Then import the vehicle as normal and copy the mesh and material from the prop into the vehicleinfo as a submesh using modtools. Only hope is that the asset editor actually saves the submeshes. 

 

 

EDIT:

It spins... probably because it's meant to be a rotor or something, idk how to make it not spin. I put the glass cube on the bus as a submesh:

 

¯\_(ツ)_/¯

 

"Only hope is that the asset editor actually saves the submeshes. "

- how did you end up getting the new submesh to save? I'm trying to override a submesh but it just doesn't work - gives me an error. Did you do anything else aside from what's mentioned above? I copied the mesh and textures across but they just wouldn't save

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1 hour ago, Bad Peanut said:

"Only hope is that the asset editor actually saves the submeshes. "

- how did you end up getting the new submesh to save? I'm trying to override a submesh but it just doesn't work - gives me an error. Did you do anything else aside from what's mentioned above? I copied the mesh and textures across but they just wouldn't save

Just did some tests and copying the submeshes from a bus to a sedan works and saves, changing the texture and shader saves as well.

Changing the mesh doesn't save though... no idea why and how to fix it.

Bad Peanut likes this

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